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Moving between module by scripts?

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 harark1
06-14-2011, 9:29 AM
#1
How would I write a script that transfers the pc from one module to another?
Sorry that I ask about every single script I need to make I just get really confused by scripting.
 JebusJM
06-14-2011, 9:46 AM
#2
void main() {
StartNewModule("module, waypoint");
}

Change the module and waypoint to what you want. Attach it to the dialog option "script that fires when spoken". But better off putting it at the end of the dialog.
 harark1
06-14-2011, 2:10 PM
#3
Thanks this will help me with my planet. Now I will be able to stop using cheats and just talk to people to let me through.
 TimBob12
06-14-2011, 2:31 PM
#4
You can set up triggers which run that same script.

http://www.lucasforums.com/showthread.php?t=145870)

might help.
 harark1
06-17-2011, 11:28 AM
#5
Uh tried this script but when It fired the screen just went black and the module didn't load. Did I do something wrong with my script?

void main () {
StartNewModule("ntpt, w_wntpt");
}

Edit: Never mind, put in the wrong name for the waypoint.
Edit:Fixed that still doesn't work.
 Dak Drexl
06-17-2011, 11:51 AM
#6
Did you put the right name for your module? It has to be whatever the .MOD file is named.
 harark1
06-17-2011, 11:55 AM
#7
Yes, it is ntpt.
 Dak Drexl
06-17-2011, 12:02 PM
#8
I think you're supposed to put the waypoint coords in the script.


void main() {
StartNewModule("modulename", "", "", "", "", "", "", "");
}


(Taken from Stoney's reply to a post)


Also if the standard spawn point of your module is an ok place to spawn, you could just take out the waypoint part. If it still doesn't work, you have a module problem and not a script problem.
 harark1
06-17-2011, 1:12 PM
#9
It's working, but not spawning on the waypoint. Atleast it works.
 Istorian
06-17-2011, 1:45 PM
#10
Every string between a comma must be included in ""...So the script is actually:



void main ()
{
StartNewModule("ntpt", "w_wntpt");
}



That should work! ;)
 JebusJM
06-18-2011, 1:17 AM
#11
Any idea on how to remove the Waypoint part of the script so you just warp to the default spawn point on a module?
 Dak Drexl
06-18-2011, 1:23 AM
#12
Any idea on how to remove the Waypoint part of the script so you just warp to the default spawn point on a module?

It'll just look like this:



void main ()
{

StartNewModule ("Module");

}
 JebusJM
06-18-2011, 1:43 AM
#13
Thanks yet again, Dak.
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